Best Minior (Red Core) Raid Counters

Raid Battles

Find the best counters for defeating Minior (Red Core) in Pokémon GO. This page shows the top 50 Minior (Red Core) raid counters, including moves, DPS, TDO, faints, and time to win.

Minior (Red Core) CP range from Raids

Minior (Red Core) can be caught with the following Combat Power after being defeated in Raids:

  • From 1241 CP to 1310 CP, with no weather boost
  • From 1551 CP to 1637 CP with Partly Cloudy and Windy weather boost

Minior (Red Core) weaknesses

Minior (Red Core) type chart

When fighting Minior (Red Core), keep in mind the that Rock and Flying-type Pokémon are weak to Electric, Ice, Rock, Steel, and Water-type moves. They take reduced damage from Bug, Fire, Flying, Ground, Normal, and Poison-type moves.

Minior (Red Core) takes increased damage from:Minior (Red Core) takes increased damage from:
+60.0%
  • ElectricElectric
  • IceIce
  • RockRock
  • SteelSteel
  • WaterWater
Minior (Red Core) takes reduced damage from:Minior (Red Core) takes reduced damage from:
-37.5%
  • BugBug
  • FireFire
  • FlyingFlying
  • GroundGround
  • NormalNormal
  • PoisonPoison

Best move-types and best weather for defeating Minior (Red Core)

Move-typeUsage (%)Weather
Electric112.0%
  • rainRain
Steel84.0%
  • snowSnow
Water80.0%
  • rainRain
Rock68.0%
  • partlyCloudyPartly Cloudy
Ice20.0%
  • snowSnow
Normal8.0%
  • partlyCloudyPartly Cloudy
Psychic8.0%
  • windyWindy
Dragon8.0%
  • windyWindy
Fighting4.0%
  • cloudyCloudy
Ghost4.0%
  • fogFog
Fairy4.0%
  • cloudyCloudy

About our ranking methodology

Our guide provides detailed information on recommended Pokémon and moves that are most effective against Minior (Red Core) in Raid Battles. Whether you're looking for the best counters to take Minior (Red Core) down quickly with high DPS, or the tankiest counters that can withstand its attacks, our guide has something for every trainer.

This guide displays a list of best Minior (Red Core) counters in Pokémon GO with their Fast Attacks, Charged Attacks, DPS (damage per second), TDO (total damage output), faints, TTW (time to win), and score. The list is sorted by the score, which is calculated based on the DPS and TDO. Each Pokemon's move type is indicated by an icon beside the move name.

When calculating the best counters for any Pokémon, our simulator takes into account various factors, such as the defender's typing and average DPS against each attacker, the weather's influence, energy left over from using charge attacks, Shadow Pokémon attack and defense stat changes, and more. During the initial phase of simulations, we calculate DPS and TDO for each attacker that is currently available in the game, and then we continue to rank them.

We use a ranking method developed by a Reddit user named /u/Elastic_Space, which is described in detail in this Reddit post. It is a fairly complicated, but very well thought-out mathematical model for predicting simulation results without actually running the simulations. It also correlates with field data almost too well not to be used. Reddit

Our Time to Win (TTW) and Faint numbers are also estimated, and should be taken with a grain of salt. Since we do not account for factors like Friendship and Mega damage boost, they will differ from actual experience in the field.